Perk List (LW2)

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Contents

Long War 2 Main Page

As with Long War 1, Long War 2 includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors.

Class Perks

Some of these abilities can also be learned in the Advanced Warfare Center.


Adaptive Aim

Adaptive Aim
When Overdrive is active, Standard Shots do not incur recoil penalties.
  • Adaptive Aim eliminates the 15% Aim penalty for consecutive Standard Shots when Overdrive is active.

Available for: SPARK


Aggression

Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
  • Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
  • Units visible at squadsight ranges do confer bonus.

Available for: Assault, Ranger, Sharpshooter

Available in the AWC: Offense Level 2/3


Aid Protocol

Aid Protocol
Command your GREMLIN to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.
  • Aid Protocol, if used with your first action, will not end your turn.
  • As Aid Protocol takes effect immediately, it can be used to defend against reaction fire from enemies.
  • More advanced GREMLIN models will increase the defensive bonus granted by Aid Protocol.

Available for: Specialist


Airdrop

Airdrop
The GREMLIN grants an explosive grenade to the targeted ally. Use twice per mission.
  • Grants an explosive grenade to the targeted ally.
  • Airdrop initially confers a frag grenade, but as XCOM's technology improves it will instead provide a more advanced device.
  • Activating Airdrop uses one action and does not end the soldier's turn.
  • Use twice per mission.

Available for: Specialist


Alpha Mike Foxtrot

Alpha Mike Foxtrot
You do 4 additional points of base damage and 2 additional points of crit damage with your primary weapon.
  • You do 4 additional points of base damage and 2 additional points of crit damage with your primary weapon.

Available for: Sharpshooter


Arc Pulser

Arc Pulser
Fire your Arc Thrower to incapacitate a target and damage mechanical enemies.
  • The Arc Thrower is effective anywhere in the soldier's sight range, doing no damage but stunning targets for their next turn if it hits.
  • Improved versions can extend the duration of the stun effect.
  • Requires one action and ends the soldier's turn when fired.
  • Can use every other turn.
  • Damage to mechanical units starts at 3 and increases as arc thrower technology improves.
  • Reduces enemy hack defense by 20.

Available for: Assault


Area Suppression

Area Suppression
Fire a barrage that pins down multiple targets within a 4-tile radius, granting reaction fire against anyone that moves, and imposing a -25 penalty to all targets' aim until suppression is removed. Cannot be used when concealed.
  • Area Suppression cannot be used when the soldier is concealed.
  • Any unit that attempts to move will face reaction fire as long as the suppressing unit has ammo remaining.
  • Does not work with shotguns or sniper rifles.
  • Area Suppression costs 3 ammo points to use, plus one additional ammo for each reaction shot. It has no cooldown.
  • Area suppression will be canceled if the suppressing unit is damaged.
  • If multiple units suppress a target, the aim penalty will stack. (Note: This information is incorrect as LW2 inherits the properties of suppression not stacking in vanilla, despite vanilla game claiming suppression can stack as well)
  • Suppression restricts many of the target's abilities, including the use of rockets and grenades.

Available for: Gunner


Arsenal

Arsenal
The BIT can equip and fire heavy weapons.
  • Arsenal allows the SPARK to equip heavy weapons in their loadout.

Available for: SPARK


Biggest Booms

Biggest Booms
Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage).
  • Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +2 damage).
  • Does not apply to non-damaging grenades or the Concussion Rocket or Bunker Buster abilities.

Available for: Grenadier, Technical

Available in the AWC: Offense Level 1


Blademaster

Blademaster
All sword attacks deal +1 extra damage and have +10 Aim.
  • Blademaster deals a bonus +1 damage on every successful melee attack.
  • Blademaster grants +10 Aim to melee attacks.

Available for: Shinobi

Available in the AWC: Offense Level 2


Bladestorm

Bladestorm
Free sword attacks on any enemies that enter or attack from melee range.
  • If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier.
  • If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range.

Available for: Shinobi

Available in the AWC: Defense Level 2


Bluescreen Bombs

Bluescreen Bombs
Your flashbang grenades now disorient robotic units and reduce their resistance to hacking.
  • Your flashbang grenades now disorient robotic units.
  • Your flashbang grenades also reduce robotic hack defense.

Available for: Grenadier


Body Shield

Body Shield
A targeted enemy receives -20 aim and -50 critical chance against the soldier.
  • A targeted enemy receives -20 aim and -50 critical chance against the soldier.

Available for: SPARK


Bombard

Bombard
Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage.
  • Bombard can be fired at any location within squadsight.
  • Upgrading your BIT will lead to more Bombard damage.

Available for: SPARK


Bombardier

Bombardier
You may throw or launch grenades two additional tiles.
  • Your grenades have 2 tiles extra range.
  • This includes either launched or thrown grenades.

Available for: Grenadier

Available in the AWC: Offense Level 2/3


Boosted Cores

Boosted Cores
Explosive grenades do one additional damage.
  • Your grenades have extra explosives and do one additional damage but require special training to handle.
  • This also applies to grenade effects, like fire from incendiary weapons.

Available for: Grenadier

Available in the AWC: Offense Level 1


Both Barrels

Both Barrels
Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
  • Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
  • Uses 2 ammo.
  • Uses one action, does not end turn.

Available for: Ranger


Bring 'Em On

Bring 'Em On
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
  • Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
  • Units visible at squadsight ranges do confer bonus.

Available for: Assault, Ranger

Available in the AWC: Offense Level 2/3


Bulwark

Bulwark
Gain a bonus point of Armor, and always provide high cover to all adjacent squadmates.
  • Bulwark adds one point of Armor.
  • Any squadmate standing adjacent to the SPARK will gain the high cover Defense bonus.

Available for: SPARK


Bunker Buster

Bunker Buster
Fire a special rocket that destroys buildings and other objects in the environment.
  • Fire a special rocket with a large area of effect that does moderate damage to enemies but huge damage to buildings, vehicles and other objects in the environment.
  • Requires both actions and usable only once per mission.

Available for: Technical


Burnout

Burnout
Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus.
  • When fired, your Flamethrower leaves a small smoke cloud around your position, providing a +20 defensive bonus to anyone within.

Available for: Technical


Capacitor Discharge

Capacitor Discharge
Send the GREMLIN to a location where it emits a substantial electric discharge, damaging and potentially stunning all nearby units. Robotic units take more damage.
  • Capacitor Discharge has one charge per mission.
  • Capacitor Discharge will deal more damage as you upgrade your GREMLIN.

Available for: Specialist


Center Mass

Center Mass
You do one additional point of base damage when using guns.
  • You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.

Available for: Grenadier, Gunner, Ranger, Sharpshooter

Available in the AWC: Offense Level 1/2


Chain Lightning

Chain Lightning
Fire your Arc Thrower at every visible enemy who is capable of being stunned. Five-turn cooldown.
  • Fire your Arc Thrower at every visible enemy who is capable of being stunned.
  • Requires one action and ends your turn.
  • Five-turn cooldown.
  • Can not be used from concealment.

Available for: Assault


Chain Shot

Chain Shot
Take a shot with an aim penalty of -10. If you hit the target, you take another shot on the target automatically.
  • Chain Shot requires 2 ammo points, and has a 3 turn cooldown.
  • Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.

Available for: Grenadier, Gunner

Available in the AWC: Offense Level 2


Channeling Field

Channeling Field
Every time you are targeted, part of the energy is channeled to your primary weapon. This energy is unleashed with your next Standard Shot.
  • Each point of energy channeled by Channeling Field increases the damage of the next primary weapon attack by 1.
  • The energy stored by channeling field is expended even if the next shot misses.

Available for: SPARK


Close and Personal

Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
  • Confers +30 critical chance against adjacent targets.
  • Bonus reduced by 5% for each additional tile of distance from the target, down to 0% at 7 or more tiles.

Available for: Assault, Ranger

Available in the AWC: Offense Level 1


Close Combat Specialist

Close Combat Specialist
During enemy turns, fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. Will not trigger if soldier is concealed.
  • Will not trigger if soldier is concealed.
  • You may shoot at each enemy with this ability once per turn.
  • Each shot costs two points of ammo.

Available for: Assault

Available in the AWC: Offense Level 3


Close Encounters

Close Encounters
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Close Encounters cannot be used after Run and Gun is activated.
  • Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles.
  • Close Encounters cannot be used after Run and Gun is activated.
  • A red ring will mark the range of this ability.

Available for: Assault


Combat Awareness

Combat Awareness
Grants 15 defense and an armor point when in overwatch.
  • Gain 15 defense and an armor point when in overwatch.

Available for: SPARK


Combat Engineer

Combat Engineer
Your explosives do significantly greater damage to cover objects and other things on the battlefield.
  • More powerful than Sapper by itself, Combat Engineer stacks with Sapper to maximize environmental damage, although either perk alone will still destroy many cover objects.
  • Combat Engineer also prevents environmental damage from falling off from the center of an explosion, meaning you will destroy objects in a larger area.

Available for: Grenadier


Combat Fitness

Combat Fitness
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
  • Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.

Available for: Gunner, Ranger

Available in the AWC: Offense/Defense Level 3


Combat Protocol

Combat Protocol
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.
  • Combat Protocol has two charges per mission.
  • Upgrading your GREMLIN will lead to more damage per charge.

Available for: Specialist


Combatives

Combatives
You may parry melee attacks and counterattack with your combat knife. Also gain +10 dodge.
  • You are very likely to parry the first melee attack against you in a turn and counterattack with your combat knife.
  • Soldier also gains 10 dodge.

Available for: Gunner, Shinobi

Available in the AWC: Defense Level 2


Conceal

Conceal
Immediately enter concealment once per mission.
  • Concealment can be entered at any location, but when done inside the detection radii of nearby enemies the soldier will be revealed when flanked.

Available for: Shinobi


Concussion Rocket

Concussion Rocket
Fire a special rocket that does limited damage but has a chance to stun or disorient organic enemies within its area of effect and leaves a cloud of smoke.
  • One use per mission.
  • Stun and disorientation chances based on target's will score.
  • Requires one action and ends the soldier's turn.

Available for: Technical


Cool Under Pressure

Cool Under Pressure
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
  • You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.

Available for: Gunner, Ranger, Specialist, SPARK

Available in the AWC: Defense Level 2/3


Coup de Grace

Coup de Grâce
Sword attacks against unconscious, stunned, panicked or disoriented enemies have +50 aim, +50 crit and deal two points of additional base damage.
  • Sword attacks against unconscious, stunned, panicked or disoriented enemies have +50 aim, +50 crit and deal two points of additional base damage.

Available for: Shinobi


Covering Fire

Covering Fire
Overwatch shots can now be triggered by any enemy action, not just movement. Targets of overwatch shots receive -10 aim for the rest of the turn whether or not the shot was triggered because of this ability.
  • If triggered by an enemy action, Covering Fire will trigger before the enemy action completes.
  • If triggered by an enemy in cover, Covering Fire will respect that cover with "to-hit" calculations.

Available for: Ranger, Specialist

Available in the AWC: Defense Level 1


Covert

Covert
Enemies have 25% smaller detection range against you.
  • Enemies have 25% smaller detection range against you, as denoted by red tiles surrounding enemies who are not alerted to your presence.
  • This ability also grants a small reduction in this soldier's impact on infiltration times.
  • Does not apply to ADVENT security towers.

Available for: Shinobi

Available in the AWC: Defense Level 1/2


Cutthroat

Cutthroat
Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
  • Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.

Available for: Shinobi

Available in the AWC: Offense Level 1


Cyclic Fire

Cyclic Fire
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have aim penalties. Four-turn cooldown.
  • Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -15 penalty to aim.
  • Requires 5 ammo.
  • Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.

Available for: Gunner

Available in the AWC: Offense Level 3


Damage Control

Damage Control
After taking damage, gain two armor through the end of the next turn.
  • Your armor hardens temporarily after an impact. After taking damage, gain two armor through the end of the next turn.
  • Taking multiple hits on successive turns extends the timer.

Available for: SPARK


Damn Good Ground

Damn Good Ground
Confers +10 aim and +10 defense against targets at a lower elevation.
  • Confers +10 aim and +10 defense against targets at a lower elevation.

Available for: Sharpshooter

Available in the AWC: Offense/Defense Level 1


Danger Zone

Danger Zone
Area Suppression suppresses enemies in a 5-tile radius.
  • Area Suppression suppresses enemies in a 6-tile radius.

Available for: Gunner


Deadeye

Deadeye
Take a shot with a small aim penalty for a significant damage boost.
  • Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%.
  • Deadeye has a 2 turn cooldown.

Available for: Sharpshooter

Available in the AWC: Offense Level 2


Death From Above

Death From Above
Killing an enemy at a lower elevation with your primary weapon costs only a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles.
  • Death From Above can combo well with pistol abilities or can simply make a soldier more mobile.
  • This ability also removes all squadsight-range aim penalties when using sniper rifles at any elevation.

Available for: Sharpshooter

Available in the AWC: Offense Level 3


Demolition

Demolition
Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target.
  • Demolition requires 5 ammo points and has a 4 turn cooldown.
  • Demolition does increased environmental damage, and will destroy most cover objects.

Available for: Gunner


Dense Smoke

Dense Smoke
Your smoke grenades confer an additional 10 defense.
  • Your smoke grenades confer an additional 10 defense to those within the smoke, for a total of 30.

Available for: Grenadier


Double Tap

Double Tap
Fire a standard shot and gain a bonus shot or overwatch action.
  • Activate to fire a standard shot and gain a second action restricted to Standard Shot, Precision Shot, Deadeye, Kubikiri or Overwatch.
  • One-turn cooldown.

Available for: Sharpshooter


Electroshock

Electroshock
Your arc thrower disorients the target when it misses.
  • A miss with your Arc Thrower still disorients non-robotic targets.

Available for: Assault


Evasive

Evasive
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
  • This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.

Available for: Shinobi

Available in the AWC: Defense Level 2


Ever Vigilant

Ever Vigilant
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
  • Ever Vigilant enables an extremely mobile style of play for the soldier.
  • Any action other than moving will invalidate Ever Vigilant.

Available for: Ranger, Specialist

Available in the AWC: Defense Level 1/2


Executioner

Executioner
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.
  • Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.

Available for: Ranger

Available in the AWC: Offense Level 1/2


Extra Conditioning

Extra Conditioning
Run and Gun cooldown is reduced by one turn.
  • Run and Gun cooldown is reduced by one turn.

Available for: Assault


Failsafe

Failsafe
If you fail a hack, you prevent any negative effects from occurring.
  • If you fail a hack, you prevent any negative effects from occurring.

Available for: Specialist


Field Medic

Field Medic
Equipped medikits have 2 extra charges.
  • If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.

Available for: Specialist

Available in the AWC: Defense Level 2


Field Surgeon

Field Surgeon
Reduce wound recovery times for most soldiers.
  • Field Surgeon reduces the number of hit points a soldier must heal after being wounded in battle by 1.
  • Multiple Field Surgeons on a mission have a chance to reduce would recovery time further.
  • The effect includes the soldier with the ability.
  • It does not affect soldiers who suffered killing woulds and are stabilized from bleeding out.

Available for: Specialist


Fire in the Hole

Fire in the Hole
Your rockets are more accurate.
  • Your rockets are more likely to hit their intended point of impact, or at least close to it.
  • The maximum it can miss by is reduced by two tiles.

Available for: Technical


Firestorm

Firestorm
Once per battle, attack all units in a complete circle around the soldier's position. Also grants immunity to fire damage.
  • This will light fires and do fire damage to all enemies in a circle around the soldier's position, doing +3 bonus damage over regular Flamethrower attacks.
  • Firestorm also grants immunity to fire damage.
  • Requires one action point and will end the soldier's turn when used.
  • Usable once per battle.
  • It is not recommended the soldier uses Firestorm on rooftops.

Available for: Technical


Fleche

Fleche
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
  • You can trigger the Fleche ability by placing the movement cursor over an enemy.
  • A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy.
  • Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position.

Available for: Shinobi

Available in the AWC: Offense Level 1/2


Flush

Flush
Special shot with a bonus to hit that does little damage but forces target to change position if it hits and gives a penalty to defense and dodge.
  • Consumes 1 ammo.
  • Two-turn cooldown.
  • +3 bonus to aim.
  • Cannot crit or apply bonus ammo effects.
  • Gives -10 defense and -10 dodge for one turn.

Available for: Gunner

Available in the AWC: Offense Level 1/2


Formidable

Formidable
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
  • Formidable reduces explosive damage taken by 50%.
  • It grants two points of Ablative HP

Available for: Assault, Grenadier, Gunner, Ranger, Technical

Available in the AWC: Defense Level 2/3


Fortify

Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
  • Activate to grant the soldier +20 defense until the beginning of the soldier's next turn.
  • Does not cost an action. Has a 5-turn cooldown.

Available for: Assault, Ranger, Technical

Available in the AWC: Defense Level 1/2


Full Kit

Full Kit
Grants +1 charge per grenade item in a utility slot.
  • Grants +1 charge per grenade item in a utility slot.
  • Applies to explosive and support grenades as well as Battle Scanners.

Available for: Grenadier

Available in the AWC: Offense Level 3


Full Override

Full Override
Take permanent control of a robotic unit and potentially acquire ADVENT MECs for the Resistance.
  • Full Overdrive is a special hack action usable against enemy robotic units.
  • It has one charge that is only expended if a successful override occurs.
  • Requires one action and ends the soldier's turn.
  • The first hack option, Command Enemy, will grant control of the robotic unit for the duration of the mission.
  • The second hack option, Master Enemy, also grants a stat bonus for the rest of the mission for all robots, and will permanently transfer any MEC units to the Resistance.
  • If the Master Enemy hack succeeds, and the MEC and the specialist both survive the mission, the MEC will follow new programming and make its way to a Resistance base, where it will serve the Resistance. It does not need to be evacuated when the mission ends.

Available for: Specialist


Ghost Grenade

Ghost Grenade
A specialized smoke grenade that causes the targeted ally to enter concealment.
  • This ability only affects a single targeted ally; others in the smoke cloud are not concealed but do receive the defense bonus.
  • Uses one action and ends your turn.
  • One use per mission; abilities that add grenade charges do not provide any bonuses.
  • Only works on XCOM soldiers, as civilians do not have training in concealment techniques.
  • Small smoke cloud grants 20 defense; dense smoke bonuses do not apply.
  • It does not fit in the standard XCOM grenade launcher and must be thrown at a visible ally.
  • The Grenadier cannot use this ability when concealed.

Available for: Grenadier


Ghostwalker

Ghostwalker
Activate this ability to reduce enemy detection range against you by 25% for the rest of your turn as well as the following turn. Four-turn cooldown.
  • Activate this ability to reduce enemy detection range against you by 25% for two turns (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence.
  • Four-turn cooldown.
  • Requires no actions to activate.
  • This ability also grants a small reduction in this soldier's impact on infiltration times.
  • Does not apply to ADVENT security towers.

Available for: Shinobi

Available in the AWC: Defense Level 1/2


Grazing Fire

Grazing Fire
Missed shots with your primary weapon have an additional roll to become a graze.
  • Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze.
  • This effect occurs after normal hit-miss-graze processing.
  • Targets with a dodge score subtract that score from the ability's success chance.

Available for: Gunner, Ranger

Available in the AWC: Offense Level 1/2


Guardian

Guardian
With every successful Overwatch shot, there is a 50% chance that another shot will be taken.
  • There are no limits to how many Overwatch shots can be taken with the Guardian ability, outside of ammunition and viable targets.

Available for: SPARK

Available in the AWC: Defense Level 1/2


Hack

Hack
Attempt to remotely breach security on a network access point with your GREMLIN.
  • Map items (chests, workstations, etc.) can be hacked from a distance using the GREMLIN.

Available for: Specialist, SPARK


Hail of Bullets

Hail of Bullets
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
  • Hail of Bullets requires 5 ammo points and has a 5 turn cooldown.

Available for: Gunner

Available in the AWC: Offense Level 2/3


Hard Target

Hard Target
Gain 3 dodge per enemy you can see, up to a maximum of +30.
  • Gain 3 dodge per enemy you can see, up to a maximum of +30.
  • Units visible at squadsight ranges do not confer bonus.

Available for: Shinobi

Available in the AWC: Defense Level 2/3


Haywire Protocol

Haywire Protocol
You may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control.
  • Hacking a robotic enemy or turret pits the Specialist's Hacking stat against the enemy's Tech Defense stat.
  • Upgrading your GREMLIN will lead to an increased Hacking stat.
  • Hacked turrets will remain under your control for the duration of the mission, while other robotic enemies can only be controlled for a short time.

Available for: Specialist


HEAT Warheads

HEAT Warheads
Your grenades now pierce up to 2 points of armor and shred one additional point of armor.
  • Your grenades now pierce (ignore) up to 2 points of armor and shred one additional point of armor.

Available for: Grenadier

Available in the AWC: Offense Level 1


Heavy Ordinance

Heavy Ordinance
Any damaging grenade in your grenade-only slot gains a bonus use.
  • All damaging grenades are viable for Heavy Ordinance.

Available for: Grenadier


Heavy Weapons

Heavy Weapons
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower.
  • The XCOM gauntlet is an advanced device that carries both a mini-rocket launcher and a flamethrower.
  • The Rocket Launcher carries one rocket initially and that has a three-tile radius for its area of effect.
  • It may target anything in sight range.
  • Damage from rockets falls off from the point of impact.
  • The flamethrower is a short-range weapon that causes damage to multiple targets within a cone-shaped area of effect.
  • The flamethrower has two uses per battle. It does not damage mechanical units without upgrades.
  • Using either gautlet ability requires one action and ends your turn.

Available for: Technical


HiDef Holo

HiDef Holo
Your Holotargeted enemies are easier to critically hit.
  • The critical hit bonus is +10 with the basic Holotargeter, but improves to +15 and +20 with advanced technology Holotargeting devices.

Available for: Sharpshooter


Hit and Run

Hit and Run
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon.
  • Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon.
  • Hit and Run cannot be used after Run and Gun is activated.
  • Bonus full actions from Serial and Death from Above will be awarded first.

Available for: Assault, Shinobi

Available in the AWC: Offense Level 3


Holo Targeting

Holo Targeting
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn.
  • Directed cannon-specific abilities, like Suppression, will grant Holo Targeting.
  • Any cannon abilities that target multiple units will not grant Holo Targeting.

Available for: Sharpshooter, SPARK

Available in the AWC: Offense Level 3


Hunter Protocol

Hunter Protocol
When an enemy is revealed, there is a 33% chance to take a free Overwatch shot.
  • Hunter Protocol makes the SPARK an ideal unit for scouting into the fog of war, since any revealed enemy can be instantly attacked.

Available for: SPARK


Hunter's Instincts

Hunter's Instincts
Ranged attacks against flanked enemies deal +2 damage.
  • Ranged attacks against flanked enemies deal +2 damage.

Available for: Sharpshooter, Shinobi

Available in the AWC: Offense Level 3


Impact Fields

Impact Fields
Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown.
  • Activate a force field that reduces incoming damage by 33% for two turns.
  • Six-turn cooldown (including the turn in which it was activated).
  • Uses one action and doesn't automatically end your turn.
  • Armor-Piercing weapons do not mitigate this effect.

Available for: SPARK


Implacable

Implacable
If you score one or more kills on your turn, you are granted a single bonus move.
  • The Fleche ability cannot be used after gaining a bonus move from Implacable.

Available for: Ranger

Available in the AWC: Defense Level 3


Incinerator

Incinerator
Your flamethrower has an increased range of one tile and covers a wider area of effect.
  • Your flamethrower has an increased range of one tile and covers a wider area of effect.

Available for: Technical


Independent Tracking

Independent Tracking
A Holotargeted enemy will remain so for 1 additional turn(s)
  • A Holotargeted enemy remains so for 1 additional turn(s).
  • Additional uses of Holotargeting on the same target will not stack.

Available for: Sharpshooter


Interference

Interference
GREMLIN cancels overwatch on targeted unit. Use three times per battle. Number of uses is increased with advanced GREMLINs.
  • Cancels overwatch on targeted unit.
  • Uses one action.
  • 3 charges per battle with the conventional GREMLIN.
  • Extra charges with advanced GREMLINs.

Available for: Specialist


Intimidate

Intimidate
When targeted by an attack, the enemy has a chance to panic.
  • Intimidate's chance to panic the attacker increases with higher tier SPARK armors.
  • Intimidate can be triggered by melee and area of effect attacks.
  • Intimidate will not trigger when targeted by Overwatch fire.

Available for: SPARK


Iron Curtain

Iron Curtain
Special shot that does half damage but reduces target mobility for the following two turns. Cone-based attack with primary weapon.
  • If this cone-based attack hits, Iron Curtain does half normal damage and imposes -8 mobility to the enemy for two turns.
  • Three-turn cooldown.
  • Uses three ammo.
  • Can be used after moving.
  • Iron Curtain does not work with shotguns or sniper rifles.
  • Allies in the cone can be hit by this ability.

Available for: Gunner

Available in the AWC: Offense Level 2


Javelin Rockets

Javelin Rockets
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range.
  • The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range.

Available for: Technical


Kill Zone

Kill Zone
Take a reaction shot against any enemy that moves or attacks within a cone of fire.
  • There is no limit to the amount of Kill Zone shots a soldier can take outside of ammo counts.
  • Kill Zone utilizes Squadsight, even if the soldier does not have the Long Watch ability.
  • Kill Zone has a 3 turn cooldown.

Available for: Gunner, Ranger, Specialist

Available in the AWC: Defense Level 3


Killer Instinct

Killer Instinct
Activating Run & Gun grants +50% critical damage for the rest of the turn.
  • Activating Run & Gun grants +50% critical damage for the rest of the turn.

Available for: Assault


Knife Fighter

Knife Fighter
You may make a melee attack with your knife against adjacent enemies.
  • Knife attacks use one action and do not end your turn.

Available for: Gunner


Kubikuri

Kubikuri
Special shot against most enemies who have taken any damage: Any critical hit kills them, but regular hits do half damage. Requires two actions and has a 4-turn cooldown.
  • Special shot against enemies with less than full hit points: Any critical hit kills them, but regular hits do half damage.
  • Requires two actions.
  • 4-turn cooldown.
  • Against alien rulers, a critical hit will do double normal crit damage instead of killing the enemy outright.

Available for: Sharpshooter

Available in the AWC: Offense Level 2


Launch Grenade

Launch Grenade
The Grenadier uses a grenade launcher to fire grenades rather than throwing them. This allows for greater range and grenade capacity.
  • All grenades benefit from the grenade launcher's range increase, including non-offensive munitions like Smoke Grenades.
  • An additional grenade can be equipped in a unique grenade-only slot.
  • The range of launched grenades can be further improved by upgrading to more advanced grenade launchers.

Available for: Grenadier


Lethal

Lethal
You do two additional points of base damage and one point of additional crit damage with your primary weapon.
  • You do two additional points of base damage and one point of additional crit damage with your primary weapon.

Available for: Assault

Available in the AWC: Offense Level 3


Light 'Em Up

Light 'Em Up
Taking a standard shot with your primary weapon as your first action no longer ends your turn.
  • Taking a standard shot with your primary weapon as your first action no longer ends your turn.

Available for: Ranger

Available in the AWC: Offense Level 3


Lightning Reflexes

Lightning Reflexes
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
  • Reaction fire shots against you have a significantly decreased chance to hit.
  • The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances.

Available for: Assault

Available in the AWC: Defense Level 3


Lockdown

Lockdown
Gain +15 to hit against enemies who attempt to move when suppressed.
  • Gain +15 to hit against enemies who attempt to move when suppressed.
  • This stacks with other reaction fire bonuses.

Available for: Gunner


Locked On

Locked On
Gain +10 aim and +10 crit for successive shots at the same enemy unit.
  • Gain +10 aim and +10 crit for repeated shots with your primary weapon at the same target. Not cumulative, and only applies to enemy units.
  • Area-of-Effect-based shots do not grant the bonus.

Available for: Ranger

Available in the AWC: Offense Level 1/2


Lone Wolf

Lone Wolf
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally.
  • Gain +10 aim and +10 defense when 7 or more tiles distance from any ally.

Available for: Sharpshooter, Shinobi

Available in the AWC: Offense/Defense Level 1


Low Profile

Low Profile
Makes partial cover count as full.
  • Makes partial cover count as full.

Available for: Sharpshooter, Shinobi

Available in the AWC: Defense Level 1/2


Mayhem

Mayhem
Gain 25% bonus damage against enemies who attempt to move when suppressed.
  • Gain 25% bonus damage against enemies who attempt to move when suppressed.

Available for: Gunner


Mechanical Chassis

Mechanical Chassis
This unit is immune to fire and poison damage.
  • This unit is immune to fire and poison damage.

Available for: SPARK


Medical Protocol

Medical Protocol
The GREMLIN can perform healing actions remotely: GREMLIN Heal and GREMLIN Stabilize. The GREMLIN has a single charge. If a medikit is equipped, the GREMLIN will gain an additional charge.
  • Upgrading you GREMLIN will lead to more HP healed per charge.
  • GREMLIN Heal or GREMLIN Stabilize when used as your first action will not end your turn.

Available for: Specialist


Multitargeting

Multitargeting
You may Holotarget multiple enemies with a 2-turn cooldown.
  • Hi Def Holo, Independent Tracking, and Vital Point Targeting apply to all targets.
  • Area of effect radius is 4 tiles for the basic Holotargeter and improves to 5 and 6 tiles with better technology.
  • This ability has a 2 turn cooldown.
  • Holotargeting does not break concealment for your squad.

Available for: Sharpshooter


Napalm-X

Napalm-X
Your Flamethrower can now disorient or panic enemies.
  • Your Flamethrower can now disorient or panic enemies.
  • Enemy units must pass a will check to avoid negative effects.

Available for: Technical


Needle Grenades

Needle Grenades
Your explosives do not destroy loot when they kill enemies.
  • You have received extra training that enables you to employ explosive grenades that deploy specialized slivers that leave enemy loot intact.

Available for: Grenadier


Nova

Nova
Release a blast of energy, damaging all nearby enemies. This attack has no cooldown, but consecutive Novas will damage the SPARK.
  • Nova has no action point cost and no cooldown.
  • The first Nova attack each mission will deal 0 damage to the SPARK.
  • All Nova attacks after the first will deal a stacking 2 damage to the SPARK.

Available for: SPARK


Overdrive

Overdrive
Take three actions this turn, and no action is turn-ending. Multiple Standard Shots incur a small recoil penalty.
  • A recoil penalty of 15% Aim is applied after each Standard Shot while Overdrive is active.
  • Overdrive has no cost to activate, but has a 4 turn cooldown.

Available for: SPARK


Phantom

Phantom
When the squad is revealed, this soldier remains concealed.
  • Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment.
  • If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.

Available for: Sharpshooter, Shinobi

Available in the AWC: Defense Level 2/3


Phosphorus

Phosphorus
Your flamethrower can now damage mechanical units and shreds armor.
  • Your flamethrower can now damage mechanical units and shreds one point of armor from all targets.

Available for: Technical


Point Blank

Point Blank
Fire your sawed-off shotgun at a nearby enemy.
  • Rapidly loses accuracy beyond four tiles range.
  • Uses one action, does not end turn.
  • Shotgun has two ammo.

Available for: Ranger


Precision Shot

Precision Shot
Take a special shot with +30 bonus to critical chance and 33% bonus critical damage. Three-turn cooldown.
  • Take a special shot with +30 bonus to critical chance and 33% bonus critical damage. Three-turn cooldown.
  • Requires both actions to use.

Available for: Sharpshooter

Available in the AWC: Offense Level 1


Protector

Protector
Non-damaging grenades in your grenade-only slot gain a bonus use.
  • All non-damaging grenades except Ghost Grenades are viable for Protector.

Available for: Grenadier


Pump Action

Pump Action
Gain two extra ammo in your sawed-off shotgun.
  • Gain two extra ammo in your sawed-off shotgun.

Available for: Ranger


Quick Study

Quick Study
Learn officer and AWC bonus abilities in half the time.
  • Learn officer and AWC bonus abilities in half the time.

Available for: Psi Operative

Available in the AWC: Offense/Defense Level 1


Quickburn

Quickburn
Activate so your next use of the flamethrower will not cost an action.
  • Activate so your next use of the flamethrower will not cost an action.
  • 5-turn cooldown.

Available for: Technical


Rainmaker

Rainmaker
Equipped heavy weapons deal +2 damage and have increased area of effect.
  • Rainmaker adds +2 damage to all heavy weapons.
  • Heavy weapons with circular areas of effect have their radius increased by +2.
  • Heavy weapons with conic areas of effect have their diameter increased by +2 and length increased by +2.

Available for: SPARK


Rapid Deployment

Rapid Deployment
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
  • Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
  • Applies to Smoke Grenades, Flashbangs and Battle Scanners.
  • Two-turn cooldown.

Available for: Grenadier

Available in the AWC: Defense Level 2/3


Rapid Fire

Rapid Fire
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.
  • Rapid Fire has no cooldown, making it a devastating ability for dealing ranged damage.

Available for: Assault, Ranger, Shinobi, Technical

Available in the AWC: Offense Level 3


Rapid Reaction

Rapid Reaction
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. Each enemy can only be the target of one shot.
  • When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.

Available for: Ranger

Available in the AWC: Defense Level 3


Rapid Targeting

Rapid Targeting
You may Holotarget an enemy as a free action with a 4-turn cooldown. In addition, Holotargeting no longer ends your turn.
  • Using your Holotargeter no longer ends your turn.
  • In addition, Rapid Targeting lets you periodically use Holotargeting against a single enemy as a free action.
  • This works with HiDef Holo, Independent Tracking, and Vital Point Targeting.
  • This does not stack with Multitargeting.
  • This ability has a 4 turn cooldown.
  • Holotargeting does not break concealment for your squad.

Available for: Sharpshooter


Reaper

Reaper
A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage.
  • Reaper has a 3 turn cooldown.
  • Reaper cannot be combined with Run and Gun.
  • As the damage with each successful Reaper strike is reduced, careful ordering of targets may be required to ensure the longest chain of attacks.

Available for: Shinobi


Repair

Repair
Send the BIT to a damage robotic ally and repair it. Advanced BITs can repair slightly more.
  • Repair will restore 6 health.
  • Upgrading your BIT will lead to more HP repaired.
  • Using Repair as your first action will not end your turn.
  • Repair has 2 charges per mission.

Available for: SPARK


Rescue Protocol

Rescue Protocol
Use your Gremlin to grant a movement action to an ally.
  • Rescue Protocol can only be used on allies with no action points left.
  • It cannot be used on concealed, suppressing or overwatching units.
  • An ally cannot benefit from both Command and Rescue Protocol in the same turn.
  • Uses one action.
  • Charges increase with improved Gremlin technology.

Available for: Specialist


Restoration

Restoration
The GREMLIN flies to each squad member, healing or reviving them as needed.
  • Restoration has one charge per mission.
  • Restoration will heal more HP as you upgrade your GREMLIN.

Available for: Specialist


Revival Protocol

Revival Protocol
Send the GREMLIN to an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious.
  • Revival Protocol can be used to revive unconscious soldiers, including those who have been stabilized after bleeding out.
  • Revival Protocol, if used with your first action, will not end your turn.
  • Starts with two charges, but upgrading your GREMLIN may provide more.

Available for: Specialist


Roust

Roust
Special Flamethrower shot that does limited damage but forces enemies to change their position.
  • Has a 33% chance to set enemies in the area of effect on fire and does limited damage.
  • The narrow jet of flame has less impact on the environment.
  • Units hit by the shot will be forced to move, often triggering overwatch fire.
  • One use per mission, but can gain an additional use with additional gear.

Available for: Technical


Run and Gun

Run and Gun
Take an action after dashing.
  • Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position.
  • Run and Gun has a 3 turn cooldown.

Available for: Assault

Available in the AWC: Offense Level 3


Rupture

Rupture
A Rupture shot has a large bonus to crit chance and ensures that the target takes an additional +3 damage from all attacks in the future.
  • Rupture requires 3 ammo points and has a 3 turn cooldown.
  • Ruptured targets take 3 additional damage from every attack.

Available for: Gunner, Ranger

Available in the AWC: Offense Level 3


Sacrifice

Sacrifice
Generate a protective field which redirects any attacks against allies inside it towards you. Gain bonus defense and armor while active.
  • The SPARK gains +20 defense and +2 armor while Sacrifice is active.
  • Sacrifice has a 3 turn cooldown.

Available for: SPARK


Salvo

Salvo
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
  • Soldiers with the Salvo ability are prime candidates for heavy armor.

Available for: Grenadier, Technical

Available in the AWC: Offense Level 1/2


Sapper

Sapper
Your explosives can destroy many cover objects.
  • Sapper allows frag grenades and other explosives to destroy many cover objects.

Available for: Grenadier

Available in the AWC: Offense Level 2


Saturation Fire

Saturation Fire
Fire a cone-shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses a lot of ammunition.
  • Saturation Fire requires 5 ammo points and has a 6 turn cooldown.
  • Saturation Fire will take a standard shot at every enemy in the cone, and will damage or destroy random cover elements in the cone.

Available for: Gunner


Savior

Savior
Healing abilities restore four additional hit points.
  • Effect applies to GREMLIN heals, Medikits and Restoration abilities.

Available for: Specialist


Scanning Protocol

Scanning Protocol
The GREMLIN can trigger an instant scan of the area, increasing the Specialist's sight radius substantially for one turn, and revealing any hidden or disguised enemies in view.
  • Scanning Protocol gains bonus charges with improved Gremlins.
  • In addition to hidden and disguised enemies, enemies blocked from line of sight by walls or obstructions will also be revealed by Scanning Protocol.

Available for: Specialist


Sentinel

Sentinel
When in overwatch, you may take two reaction shots.
  • The two reaction shots cannot be against the same target.

Available for: Specialist

Available in the AWC: Defense Level 3


Serial

Serial
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack.
  • Serial is meant to chain enemy kills in a single action, as every kill is essentially free.
  • Serial does require both actions to use, however.
  • Serial has a 6 turn cooldown.

Available for: Sharpshooter

Available in the AWC: Offense Level 3


Shadowstep

Shadowstep
This soldier does not trigger overwatch or reaction fire.
  • A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates.

Available for: Shinobi

Available in the AWC: Defense Level 2/3


Shadowstrike

Shadowstrike
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
  • Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.

Available for: Shinobi

Available in the AWC: Offense Level 1


Shredder

Shredder
Your primary weapon attacks shred armor.
  • A successful shot with a conventional weapon will shred 1 armor from the target.
  • More advanced weapons will shred more armor from targets.

Available for: Gunner, Technical, SPARK

Available in the AWC: Offense Level 1/2


Slash

Slash
Attack an adjacent target with your sword. Uses one action.
  • Attack an adjacent target with your sword.
  • Uses one action and doesn't automatically end your turn, so two attacks a turn are possible.

Available for: Shinobi


Slug Shot

Slug Shot
Special shot for primary-weapon shotguns only: Fire a shot that pierces two armor and has no range penalties. Uses 2 ammo. Three turn cooldown.
  • Special shot for primary-weapon shotguns only: Fire a shot with no range penalties.
  • The shot will pierce two armor points.
  • Three-turn cooldown.
  • Requires 2 ammo.

Available for: Assault


Snap Shot

Snap Shot
You may take standard shots with your sniper rifle after moving, but you suffer severe range penalties beyond 5 tiles of squadsight range.
  • Only works with Sniper Rifles.
  • After 5 tiles of squadsight, suffer an additional -10 aim per tile.
  • Certain special shots and Long Watch still require both actions to use. Long Watch enables squadsight overwatch fire, but the range penalties still apply.
  • The solder will not take an overwatch or Kill Zone shot without at least a 1% chance to hit.

Available for: Sharpshooter


Squadsight

Squadsight
You can target enemies within squadmates' sight, provided there is line of sight to the target.
  • Squadsight is best augmented by high ground, allowing Sharpshooters relatively clear sight lines and an addition aim bonus to offset Squadsight's aim penalty.
  • When using Squadsight, there is no limit on how far your targets can be but an aim penalty accumulates with distance.
  • Overwatch shots do not use squadsight by default, but can be upgraded to do so by a later Sharpshooter ability.

Available for: Sharpshooter


Sting Grenades

Sting Grenades
Your flashbang grenades have a 50% chance to stun enemies for one turn in the flashbang's Area of Effect.
  • Your flashbang grenades have a 50% chance to stun enemies.

Available for: Grenadier


Street Sweeper

Street Sweeper
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
  • Medium-range, cone-based shotgun attack.
  • Uses one action and 2 ammo, and has four-turn cooldown.
  • Does 3 bonus damage against unarmored targets within the spread pattern.
  • Cannot be used with non-shotgun weapons.
  • Allies can be injured by this attack.

Available for: Assault


Strike

Strike
Attack any enemy within movement range with a powerful melee attack.
  • You can trigger the Strike ability by placing the movement cursor over an enemy.
  • A SPARK can perform a "Dash" move, using both actions to move, and still trigger a strike against an adjacent enemy.

Available for: SPARK


Stun

Stun
Fire your Arc Thrower to incapacitate a target.
  • The Arc Thrower is effective anywhere in the soldier's sight range, doing no damage but stunning targets for their next turn if it hits.
  • Improved versions can extend the duration of the stun effect.
  • Requires one action and ends the soldier's turn when fired.
  • Can Use every other turn.
  • Ineffective against mechanized units without additional soldier training.

Available for: Assault


Stun Gunner

Stun Gunner
Your Arc Thrower now has a bonus to hit.
  • The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.

Available for: Assault


Suppression

Suppression
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposes a -25 penalty to the target's aim.
  • Suppression costs 2 ammo points to use, but has no cooldown.
  • Suppression will be canceled if the suppressing unit is damaged.
  • If multiple units suppress a target, the aim penalty will stack. (Note: This information is incorrect as LW2 inherits the properties of suppression not stacking in vanilla, despite vanilla game claiming suppression can stack as well)
  • May not be used if sniper rifle or shotgun-class weapons are equipped.
  • Suppression restricts many of the target's abilities, including the use of rockets and grenades.

Available for: Gunner, Ranger, Specialist, Technical

Available in the AWC: Defense Level 1/2


Tactical Sense

Tactical Sense
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
  • Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense.
  • Units visible at squadsight ranges do not confer bonus.

Available for: Ranger, Technical

Available in the AWC: Defense Level 3


Tandem Warheads

Tandem Warheads
Your grenades and rockets do full damage to units to the maximum extent of their area of effect.
  • Your grenades and rockets do full damage to units to the maximum extent of their area of effect.
  • This doesn't apply to environmental damage.

Available for: Grenadier, Technical


Threat Assessment

Threat Assessment
Aid Protocol now grants the target a Covering Fire Overwatch shot.
  • If a Sharpshooter is the target of Threat Assessment, they will take their Covering Fire shot with their pistol, not their sniper rifle.

Available for: Specialist


Tradecraft

Tradecraft
This soldier has significantly reduced infiltration times while on missions.
  • This soldier has significantly reduced infiltration times while on missions.

Available for: Shinobi

Available in the AWC: Defense Level 3


Traverse Fire

Traverse Fire
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
  • After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.

Available for: Gunner

Available in the AWC: Offense Level 3


Trench Gun

Trench Gun
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Three-turn cooldown.
  • Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets.
  • Three-turn cooldown, uses 1 ammo.
  • Ability will not be available with other primary weapons.
  • The shot will not penetrate heavy cover, so this ability is best used in flanking situations.
  • Allies in the area of effect can take damage.

Available for: Assault


Trojan

Trojan
Enemy units that are hacked take damage and lose their actions on the turn the hack effect ends.
  • Enemy units hacked by Haywire Protocol take 0 to 8 damage and lose their actions on the turn the hack effect ends.
  • Applies to units stunned or taken over by Haywire Protocol.
  • Damage calculated based on Hacking Stat vs. target's Hack Defense.

Available for: Specialist


Untouchable

Untouchable
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
  • When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.

Available for: Assault

Available in the AWC: Defense Level 3


Vital Point Targeting

Vital Point Targeting
Attacks against your Holotargeted enemies deal more damage.
  • Vital Point Targeting damage bonus is +1 for the basic Holotargeter, and increases to +2 with improved Holotargeting technology.
  • Damage bonus is applied to melee and direct (non-Area of Effect) projectile attacks.

Available for: Sharpshooter


Volatile Mix

Volatile Mix
Your grenades' area of effect is increased by one tile.
  • Your grenades do regular and environmental damage in the expanded area of effect, and apply any additional effects there as well.

Available for: Grenadier

Available in the AWC: Offense Level 1/2


Walk Fire

Walk Fire
Take a highly accurate shot with +30 bonus to hit but for half damage and -30 crit. Uses 2 ammo.
  • This is a special shot in which the soldier adjusts their aim in the middle of an automatic weapon burst, conferring +30 aim and -30 crit and doing half damage.
  • Consumes 2 ammo.
  • Usable once per turn.
  • Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.

Available for: Ranger

Available in the AWC: Offense Level 1/2


Whirlwind

Whirlwind
If you hit with a melee attack during your turn, gain a bonus move.
  • A soldier can only gain one move per turn with this ability.
  • Cannot be employed if Reaper is active.

Available for: Shinobi

Available in the AWC: Defense Level 3


Wrecking Ball

Wrecking Ball
While Overdrive is active, break through walls and cover when moving.
  • Wrecking Ball can be used to expose enemies to flanking shots.
  • Use movement waypoints to guide the SPARK on an optimal path for destroying cover and the environment.

Available for: SPARK


Psi Operative Abilities

These abilities are only available to the Psi Operative.


Bastion

Bastion
Fortress now provides immunity to nearby teammates.
  • Bastion has a 4 tile radius.
  • Moving next to afflicted allies will immediately cleanse their negative physical status effects.

Rank: Magus (7)


Domination

Domination
Permanently mind control an enemy. Only one successful Domination can be performed per mission.
  • Domination requires a contest of the Psi Operative's Psi Strength stat versus the Will of the target.
  • If an attempted Domination fails, there is a 6 turn cooldown before another Domination can be attempted.
  • If the Psi Operative dies or leaves the battlefield, the Domination is broken.

Rank: Master (8)


Fortress

Fortress
The Psi Operative is immune to fire, poison, acid, and explosive damage.
  • A Psi Operative with the Fortress ability can walk through fire, poison and acid with no ill effects.

Rank: Disciple (4)


Fuse

Fuse
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.
  • Fuse has no cooldown.

Rank: Warlock (6)


Insanity

Insanity
Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.
  • Insanity has a 3 turn cooldown.
  • Insanity requires a contest between the Psi Operative's Psi Strength stat, and the target's will.
  • Insanity can disorient, stun, or mind control the target if it succeeds.
  • Mechanical enemies are completely immune to Insanity.

Rank: Acolyte (2)


Mind Merge

Mind Merge
Grants bonus will, crit and ablative hit points to an ally until the beginning of the player's next turn.
  • Grants the targeted ally 1 ablative (shield) hit point, plus another one per 30 psi offense score of the Psi Operative using Mind Merge.
  • Grants the targeted ally 1 crit per 10 psi offense score of the Psi Operative.
  • Grants the targeted ally 1 will per 10 psi offense score of the Psi Operative.
  • Effect lasts until the Psi Operative's next turn.
  • Three-turn cooldown.
  • Only visible allies may be targeted.
  • Improved Psi Amps grant additional bonus will, crit and ablative hit points.
  • Requires one action; using this ability doesn't end the caster's turn.

Rank: Acolyte (2)


Null Lance

Null Lance
Project a beam of terrible power that damages every target it passes through. This attack can penetrate multiple enemies and obstacles.
  • Null Lance has a 6 turn cooldown.
  • Null Lance damage can be increased by improving the Psi Operative's Psi Amp.

Rank: Magus (7)


Schism

Schism
Insanity now does a small amount of guaranteed damage, and applies Rupture to the target.
  • If Insanity is successful, the target will take 2-4 damage, and take +2 damage from all future attacks.

Rank: Adept (3)


Solace

Solace
The Psi Operative may immediately extinguish mental impairments for a squadmate.
  • Solace cleanses disorientation, mind control, panic and stun effects.
  • Costs 1 action, 3-turn cooldown.

Rank: Adept (3)


Soul Merge

Soul Merge
Increases effectiveness of Mind Merge by conferring larger bonuses to will, crit and ablative hit points and reducing its cooldown period.
  • Reduces Mind Merge cooldown by 1 turn.
  • Bonus ablative Hit Points improves to 1 per 20 psi offense score.
  • Bonus will improves to 1 per 5 psi offense score.
  • Bonus crit improves to 1 per 5 psi offense score.

Rank: Mystic (5)


Soul Steal

Soul Steal
Soulfire transfers half of the damage done back to the Psi Operative as health.
  • Soul Steal can only replenish lost health, it cannot add to the Psi Operative's maximum HP.

Rank: Disciple (4)


Soulfire

Soulfire
Does guaranteed psionic damage to an organic enemy. Ignores cover and armor.
  • Soulfire has a 3 turn cooldown.
  • The damage done by the Soulfire ability can be increased by upgrading the Psi Operative's Psi Amp.
  • Robotic and mechanical enemies are completely immune to Soulfire.

Rank: Initiate (1)


Stasis

Stasis
Completely stuns the target for 1 turn, but renders them immune to any damage or attack.
  • Stasis has a 3 turn cooldown.
  • As Stasis completely removes an enemy unit from combat for a turn, it can be used defensively to protect vulnerable soldiers, or it can be used offensively to set up a coordinated attack.

Rank: Mystic (5)


Stasis Shield

Stasis Shield
Stasis can be cast on allies, rendering them immune to any attacks, and stunned, for 1 turn.
  • Unconscious allies cannot be targeted by Stasis Shield.

Rank: Warlock (6)


Void Rift

Void Rift
Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity.
  • Void Rift has a 6 turn cooldown.

Rank: Master (8)


AWC Exclusive Perks

These abilities can only be obtained from the Advanced Warfare Center.

Offense


Deadshot

Deadshot
Bonus 10% chance to critically hit enemies.
  • Bonus 10% chance to critically hit enemies.

Level 1/2


Sprinter

Sprinter
Gain 1 mobility.
  • Sprinter provides 1 bonus mobility.

Level 1/2


Steady Hands

Steady Hands
If you did not move last turn, gain +10 Aim and +10 Critical chance.
  • The Steady Hands bonus does not stack over multiple turns.
  • Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.

Level 1


Defense


Aim

Aim
Hunker Down now confers +20 Aim to the first shot on the following turn.
  • The bonus granted by Aim can apply to either a pistol or primary weapon shot.

Level 1/2


Deep Cover

Deep Cover
If you did not attack this turn, hunker down automatically.
  • Non-offensive actions like Reload can still be performed without invalidating Deep Cover.

Level 1/2


Flashbanger

Flashbanger
Grants 1 free flashbang item to your inventory.
  • Grants 1 free flashbang item to your inventory.

Level 1


Infighter

Infighter
Gain 25 dodge against attacks within four tiles.
  • Gain 25 dodge against attacks within four tiles.
  • Dodge bonus also applies to melee attacks.

Level 1/2


Resilience

Resilience
Enemy attacks against you suffer a -50 penalty to critical hit chances.
  • Enemy attacks against you suffer a -50 penalty to critical hit chances.

Level 1/2


Smoker

Smoker
Grants one free smoke grenade item to your inventory.
  • Grants one free smoke grenade item to your inventory.

Level 1


Will to Survive

Will to Survive
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
  • Enemy damage is reduced by 1 when in cover and attacked through that cover.
  • Cover against explosives and other indirect attacks is calculated from the point of the explosion.
  • Armor piercing effects do not eliminate this bonus.
  • This unit also permanently gains 5 will.

Level 1/2


Pistol Perks


Clutch Shot

Clutch Shot
Once per mission, fire a pistol shot that cannot miss.
  • Once per mission, fire a pistol shot that cannot miss.

Level 1


Faceoff

Faceoff
Fire once at every visible enemy with your pistol.
  • Faceoff is best augmented by an aggressive field position, granting a high chance to hit at multiple targets.
  • Faceoff has a 3 turn cooldown

Level 3


Fan Fire

Fan Fire
Fire the pistol three times at the same target.
  • Each shot in Fan Fire rolls a separate chance to hit.
  • Fan Fire can deal a devastating amount of damage if every shot hits.
  • Fan Fire has a 3 turn cooldown.

Level 3


Gunslinger

Gunslinger
Take a reaction shot with your pistol against any enemy that moves or attacks within 8 tiles and a wide cone of fire.
  • Range is eight tiles.
  • Three-turn cooldown.

Level 2


Lightning Hands

Lightning Hands
Fire your pistol at a target. This attack does not cost an action.
  • Lightning Hands can combo well with two-action abilities, as it does not prevent their use in the same turn.
  • Lightning Hands has a 3 turn cooldown.

Level 2


Quickdraw

Quickdraw
Firing your pistol with your first action no longer ends your turn.
  • Quickdraw allows the soldier to spread their fire around to different targets in the same turn.

Level 1


Return Fire

Return Fire
When targeted by enemy fire, automatically fire back with your pistol once per turn.
  • Return Fire will only trigger once per turn.
  • Return Fire can be triggered by melee attacks and Area of Effect attacks.
  • Return Fire will not trigger when targeted by Overwatch fire.

Level 1


Officer Perks

These perks are only available to Officers.


Air Controller

Air Controller
The Skyranger will arrive 2 turns sooner during evacuations.
  • The officer is skilled at directing allied air assets, allowing the Skyranger to arrive 2 turns sooner after evac flare is deployed.
  • Note that there is a minimum time that the Skyranger will take to arrive regardless of any bonuses.

Rank: Colonel (6)


Collector

Collector
Any kills of a non-human enemy by the squad have a 33% chance to grant 1 intel point as long as the Officer is healthy.
  • Any kills of a non-human enemy by the squad have a 33% chance to grant 1 intel point as long as the Officer is healthy.

Rank: Major (4)


Combined Arms

Combined Arms
All allies within Command Range of the Officer do +1 damage with all successful attacks.
  • All allies within Command Range of the Officer do +1 damage with all successful attacks.
  • Command Range increases with each new Officer level.

Rank: Field Commander (7)


Command

Command
End your turn to grant a bonus action to any visible member of the squad. The number of charges is dependent on the officer's rank.
  • Requires one action and ends your turn.
  • Second and first lieutenants have one charge of the ability; captains and majors have two charges; lieutenant and full colonels have three charges, and field commanders have four charges.
  • Cannot be used on units on overwatch or suppressing another target.

Rank: Second Lieutenant (1)


Commissar

Commissar
Pistol shots against allies who have been mind-controlled by enemies have +50 to hit, cannot be dodged, and automatically kill the target if a hit occurs.
  • Pistol shots against allies who have been mind-controlled by enemies have +50 to hit, cannot be dodged, and automatically kill the target if a hit occurs.

Rank: Second Lieutenant (1)


Defilade

Defilade
Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.
  • Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.
  • Command Range increases with each new Officer level.

Rank: Lieutenant Colonel (5)


Fire Discipline

Fire Discipline
All allies within Command Range of the Officer gain +10% to hit on reaction fire.
  • All allies within Command Range of the Officer gain +10% to hit on reaction fire.
  • Command Range increases with each new Officer level.

Rank: Lieutenant Colonel (5)


Focus Fire

Focus Fire
Spend an action to pinpoint a target and grant your squad cumulative Aim bonuses and 1 Armor Piercing on attacks against that target for the rest of the turn.
  • Spend an action to pinpoint a target and grant your squad cumulative aim bonuses and 1 armor piercing on attacks against that target for the rest of the turn.
  • Each successive direct weapon attack against the target in the same turn grants an additional +5 aim bonus.
  • 3-turn cooldown.

Rank: Second Lieutenant (1)


Get Some

Get Some
Twice per mission, spend an action to grant all allies within Command Range a +20 bonus to Critical Hit chances for the remainder of the turn.
  • Spend an action to grant all friendly units within Command Range a +20 bonus to Critical Hit chances for the remainder of the turn.
  • Usable twice per mission.
  • Command Range increases with each new Officer level.

Rank: First Lieutenant (2)


Incoming!

Incoming!
Activate this ability to grant everyone within command range four points of damage resistance against explosive attacks through the end of the next alien turn.
  • Activate this ability to grant all allies in command range four points of damage resistance against explosive attacks through the end of the next alien turn.
  • Requires no actions.
  • Five-turn cooldown.
  • Command Range increases with each new officer level.
  • Does not apply to panicked soldiers or units suppressing other targets.

Rank: First Lieutenant (2)


Infiltrator

Infiltrator
The officer's squad will infiltrate enemy targets more quickly.
  • The squad of an officer with this perk will be significantly stealthier than it otherwise would be and will have reduced infiltration times.

Rank: Colonel (6)


Intervention

Intervention
Activate this ability to spend 10 intel and gain two turns on the current mission timer. The number of charges is dependent on the officer's rank.
  • Activate this ability to spend 10 intel and gain two turns on the current mission timer.
  • Requires one action.
  • The number of charges is dependent on the officer's rank.
  • Will do nothing if there is no mission timer.
  • Intel cost can be influenced by events; the ability will not fire if XCOM has fewer than 10 intel.

Rank: Second Lieutenant (1)


Jammer

Jammer
Once per battle, delay the arrival of incoming enemy reinforcements by one turn.
  • Activate this ability to cause incoming enemy reinforcements to be delayed by one turn.
  • If no reinforcements are reported as inbound, it will instead delay future reinforcements.

Rank: Captain (3)


Lead By Example

Lead By Example
The Officer improves the Aim, Will and Hack of soldiers within Command Range by half the difference between soldier and Officer.
  • If the Officer's Aim, Will and/or Hack scores are higher than any soldier within Command Range, the soldier gains bonuses to those scores equal to half the difference between the Officer and the soldier.
  • Command Range increases with each new Officer level.

Rank: Major (4)


Leadership

Leadership
This officer provides bonuses to will, dodge and infiltration to soldiers who have previously served under his or her command. These bonuses scale up the more missions they go on together.
  • This officer provides bonuses to will, dodge and infiltration to soldiers who have previously served under his or her command. These bonuses scale up the more missions they go on together.

Rank: Second Lieutenant (1)


Oscar Mike

Oscar Mike
Spend an action to give all allies within Command Range +5 Mobility for the remainder of the turn. Usable once per mission.
  • Spend an action to give all allies within Command Range +3 Mobility for the remainder of the turn.
  • Usable once per mission.
  • Command Range increases with each new Officer level.

Rank: Second Lieutenant (1)


Scavenger

Scavenger
Mission rewards of supplies, Alien Alloys and Elerium increased by 30% after successful missions. Squad members have a chance of collecting extra Alien Alloys and Elerium from aliens.
  • If the Officer survives the mission and is conscious, mission rewards of supplies, Alien Alloys and Elerium are increased by 30 percent.
  • Squad may recover Alien Alloys and Elerium from dead aliens.

Rank: Field Commander (7)


Trial By Fire

Trial By Fire
Any soldiers below the rank of sergeant will be automatically promoted after a successful mission with this officer.
  • This bonus only applies if the commanding officer has this perk, and it does not grant bonuses to other officers on the mission.

Rank: Captain (3)


You'll Need This

You'll Need This
Pass a spare pistol to a civilian ally.
  • Anytime you equip a pistol (of any technology level), you carry a spare conventional pistol that you can hand to any adjacent civilian ally who does not already have a pistol.
  • The spare pistol does not impose a weight penalty on this soldier, but the ally will incur a one-mobility penalty when receiving the sidearm.
  • Note: This ability will not appear in your Tactical ability icons unless you can use it.

Rank: Second Lieutenant (1)


ADVENT Exclusive Perks

These perks are exclusive to ADVENT Units, so the player only has access to them when Mind Controlling or hacking them.


Bind and Crush

Bind and Crush
Bind and crush an adjacent humanoid enemy, dealing minor damage. Allied units can fire upon the immobilized target.

Available for: Viper


Counterattack

Counterattack
Chance to ignore melee damage and instantly respond with a melee strike, possibly stunning the attacker.

Available for: Muton


Execute

Execute
Mutons can perform a finishing move on an adjacent stunned enemy.

Available for: Muton


Poison Spit

Poison Spit
Spit deadly poison at an area.

Available for: Viper


Tongue Pull

Tongue Pull
Grab a target with your tongue and pull them to melee range. Only humanoid targets can be pulled.

Available for: Viper